Azer, Fighter (8HD): Difference between revisions

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m (Corrected level adjustment)
m (No need to mark as player readable)
 
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{{Player readable}}

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|Initiative=+2
|Initiative=+2
|Speed=20 ft. (4 squares)
|Speed=20 ft. (4 squares)
|AC=35 ( +1 Dex, +6 Natural, +3 Misc, +11 Armour, +3, +4 Shield) touch 14, flatfooted 34
|AC=35 ( +1 Dex, +6 Natural, +3 Misc, +11 Armour, +4 Shield) touch 14, flatfooted 34
|BAB=+8/ +14
|BAB=+8/ +14
|Attack=Bastard Sword +2 (Keen) +17 melee (1d10+10 +1 fire/15-20)<br/>
|Attack=Bastard Sword +2 (Keen) +17 melee (1d10+10 +1 fire/15-20)<br/>

Latest revision as of 22:22, 27 August 2006

Size/Type Azer, 6th level Fighter
Medium Outsider (Extraplanar, Fire)
Hit Dice 2d8 + 6d10 + 40 (82 hp)
Initiative +2
Speed 20 ft. (4 squares)
Armour class 35 ( +1 Dex, +6 Natural, +3 Misc, +11 Armour, +4 Shield) touch 14, flatfooted 34
Base Attack/Grapple +8/ +14
Attack Bastard Sword +2 (Keen) +17 melee (1d10+10 +1 fire/15-20)

or Mighty +5 Composite Longbow +1 (Ironwood) +11 ranged (1d8+6 +1 fire/x3)

Full Attack Bastard Sword +2 (Keen) +17/+12 melee (1d10+10 +1 fire/15-20)

or Mighty +5 Composite Longbow +1 (Ironwood) +11/+6 ranged (1d8+6 +1 fire/x3)

Space/Reach 5 ft./5 ft.
Special Attacks Heat: An Azer channels fire damage via metallic weapons or touch.

Power Critical (Bastard Sword): +4 to rolls made to confirm a critical

Special Qualities Spell Resistance 13, Darkvision (60'), Immunity to Fire (Ex),
Outsider Traits, Vulnerability to Cold (Ex)
Saves Fort: +15, Ref: +9, Will: +9
Abilities Str 23, Dex 15, Con 20, Int 15, Wis 14, Cha 9
Skills Appraise +7; Balance -4; Bluff -1; Climb +5; Concentration +5;
Craft (Armorsmithing) +7; Craft (Metalworking) +7; Craft (Untrained) +2;
Craft (Weaponsmithing) +7; Diplomacy -1; Disguise -1; Escape Artist -4;
Forgery +2; Gather Information -1; Handle Animal +5; Heal +2; Hide +1;
Intimidate +7; Jump +0; Listen +7; Move Silently -4; Ride +13;
Search +7; Sense Motive +2; Spot +7; Survival +2; Swim -6; Use Rope +2;
Feats Exotic Weapon Proficiency (Sword (Bastard)), Improved Critical (Sword (Bastard)),
Improved Sunder, Power Attack, Power Critical (Sword (Bastard)), Weapon Focus (Sword (Bastard)),
Weapon Specialization (Sword (Bastard)), Armor Proficiency (Heavy), Armor Proficiency (Light),
Armor Proficiency (Medium), Martial Weapon Proficiency, Shield Proficiency,
Simple Weapon Proficiency, Tower Shield Proficiency
Environment Elemental Plane of Fire
Organization Solitary, Party
Challenge Rating 8
Treasure N/A
Alignment True Neutral
Advancement By character class
Level Adjustment +4
{{{Footnotes}}}

Languages:
Common, Ignan, Terran, Infernal


Possessions:

  • Amulet of Health +2
  • Ring of Protection +1
  • Full Plate +3 (Cold Resistance - 10HP per attack)
  • Gauntlets of Ogre Power
  • Mighty +5 Ironwood Composite Longbow +1
  • Explorer's Outfit
  • Lucky Heavy Metal Shield +2 (+2 to all saves)
  • Keen Bastard Sword +2


Special:
An Azer is an outsider, and as such it has access to Divine feats.
An example demonstrated here, Power Critical, gives a +4 bonus to rolls made to confirm a critical.